SlideShare a Scribd company logo
Learning Through Play, the Old School Way 
Lucinda Rush, MLIS, MME 
Education Reference Librarian 
Old Dominion University 
How Do We Compete? We Don’t! 
True or False: 
Restaurants can sing “Happy 
Birthday” to customers 
because the author is 
unknown. 
Scenario: 
You copy and paste a few 
sentences from a website to 
your paper. The website doesn’t 
list an author or date. What 
should you do? 
The Pilot 
The Second Episode 
Battles, J., Glenn, V. & Shedd, L. (2011). Rethinking the library game: 
Creating an alternate reality with social media. Journal of Web Libarianship, 
5(2), 114-131. http://10.1080/19322909.2011.569922 
Walsh, A. & Inala, P. (2010). Active learning techniques for librarians: 
Practical examples. Oxford: Chandos Publishing. 
Bonwell, C.C. & Eison, J.A. (1991). Active learning: Creating excitement in 
the classroom. ASHE-ERIC Higher Education Report No. 1. 
Washington, D.C.: The George Washington University School of 
Education and Human Development. 
Detlor, B., Booker, L., Serenko, A., Julien, H. (2012). Student 
perceptions of information literacy instruction: The importance 
of active learning. Education for Information, 29(2), p. 147-161. 
http://10.3233/EFI-2012-0924 
Duck, P.M. & Koeske, R. (2005). Marketing the 
Millennials: What they expect from their library 
experience. ACRL Twelfth National Conference 
proceedings, April 7-10, 2005, 112-120. 
Kapp, K.M. (2012). The gamification of learning and instruction: Game-based 
methods and strategies for training and education. San Francisco, CA: 
Pfeiffer. 
Markey, K., Swanson, F., Jenkins, A., Jennings, B., Rosenberg, V., Yao, X., & 
Frost, R. (2009). Will undergraduate students play games to learn how to 
conduct library research? The Journal of 
Academic Librarianship, 35(3), 303-313. 
Oblinger, D. (2006). Games and learning. Educause 
Quarterly, 3, 5-7. 
Smith, F. (2007). Games for teaching information literacy 
skills. Library Philosophy and Practice. 
http://digitalcommons.unl.edu/libphilprac/117 
Millennials & Active Learning 
Active Learning 
• Student-centered 
• Experiential, hands-on 
• Can include problem solving, role-playing, 
dicussion & debate 
• Teacher is a facilitator, student is 
responsible 
(Bonwell & Eison, 1991) 
Fast Facts 
• Millennials like to collaborate 
• Competition is motivating 
• Millennials want immediate feedback 
• Millennials like experiential learning 
(Prensky, 2010; Walsh & Inala, 2010; Sweeney, 2005) 
Active vs. Passive 
Detlor et. al, (2012) compared the effectiveness 
of active and passive teaching methods in 
information literacy instruction and determined 
that students who experienced an active learning 
environment retained more information and 
achieved learning outcomes at a higher level than 
those who experienced a passive environment. 
The amount of time spent on activity did not 
make a difference, as along as some active 
learning was present students retained more. 
Case Study: Background 
Old Dominion University (ODU) is a mid-size university, enrolling just under 
25,000 students. As part of the general education requirements for undergraduates, 
ODU students are required to take an information literacy course. The information 
literacy courses are designed and offered by individual colleges. The department of 
STEM & Professional Studies within the College of Education offers multiple 
sections of STEM 251G (Computer Literacy: Communication & Information) to 
fulfill the requirement, and the Education Reference Librarian assists with the 
classes. 
The library component of the STEM 251G class includes two library instruction 
sessions for each section, one addressing information retrieval and resource 
evaluation and the other addressing information ethics. 
During the Fall of 2013 students were given extra credit for attendance 
at the information ethics workshop for the 9 sections of STEM251G 
classes. The workshop was offered twice, on two different times and 
days. Thirty-one students attended the two sessions. Students played in 
groups of four or five. The author observed that students were very 
willing to discuss the scenarios with their group members and were 
passionate about sharing their thoughts. Students were engaged in the 
content, asking questions about specific scenarios and expressing 
surprise at some of the answers. 
During the Spring of 2014, instructors required students in the five 
sections of the course to come to the information ethics workshop. A 
total of 101 students attended. The format of the game remained the 
same with some slight tweaking to specific questions and scenarios. 
Assessment was done by informal observation and by asking students 
to write down one thing that they learned about information ethics to 
be turned in at the end of class. The author observed that students 
were willing to talk openly to their peers. The immediate feedback 
provided throughout the game encouraged the students to engage in 
conversations with the librarian as well as each other. 
In Fall 2013 the author created a game to help students learn 
about information ethics based on the board game Candy Land. 
The logistics of the game were simple. It provided immediate 
feedback, was fast-paced, competitive and encouraged 
discussion. Elements of humor and sarcasm were included in 
scenarios and answers to keep students engaged and amused. 
Perry Library Land used the Candy Land board game and pieces. Questions or scenarios 
covered the topics of copyright, academic honesty, citation and social media. The rules 
were similar to Candy Land, but each time a student drew a card he had to read and 
discuss a scenario on a corresponding color card with his team, then give an answer. If 
the answer was correct, the player could move forward. Cards with two blocks of color 
were considered “bonus cards.” These questions were more in-depth and when 
answered correctly, the player could move forward twice. 
What Did Students Think? 
• I liked the game format, it made it more 
interactive and encouraged social 
interaction. I like my group mates. 
• It is more fun to learn while playing. I 
liked it, even though some might think it’s 
childish. 
• The game was a creative way to get the 
information presented effectively, while 
keeping everyone’s attention. 
• I thought the game format was very 
effective. 
• Game worked better in regards to 
interaction but made me feel like a 
preschool kid. 
• More interesting than sitting through a 
lecture or slide show. 
• I thought it made it more fun and made 
everyone be involved and interact. I liked 
it. 
• I definitely thought this was a good way 
to do this. It was a good reminder of 
what is right and wrong. 
• I really liked the game. 
• It was a fun way to learn and interact with 
our classmates. 
• I liked the game. It made learning fun and 
you can also collaborate with other 
people in your group. 
What Did Students Learn? 
• How to cite class notes 
• Reuse of papers 
• Necessity of citation 
• Copyright 
• A lot on ethics and information 
• Many people don’t know copyright 
• Copyright legalities 
• About intellectual property 
• You should bring a rough draft of 
your paper to the Writing Center 
• Can’t put copyrighted music to 
YouTube videos 
• Barack Obama’s birthday is 
common knowledge 
• Drawings are intellectual property 
• I found out I’m not very ethical 
• Perry Library has four floors 
• I cannot freely use all of the 
images found in Google Images 
• It is possible to cite a tattoo 
• Happy Birthday is copyrighted 
• It is hard to be ethical when friends 
are involved 
• It’s illegal to use videos or images 
without the permission of the 
original author 
It’s Really Nothing New 
• Educators have been using games in the classroom for years, as many 
elements of gamification are based on well-established research in 
educational psychology (Kapp, 2012). 
• In early grades, teachers use games to teach numbers, multiplication, 
colors, patterns and more (Oblinger, 2006). 
• Militaries have been using elements of gamification in training for 
centuries (Kapp, 2012). 
Games don’t have to take 
up a lot of time. 
Incorporating a short 
activity into a traditional 
lecture can help to keep 
students engaged. 
• Smith (2007) created a two-minute 
crossword puzzle about Boolean. 
• Smith (2007) created a Tic Tac Toe 
game about citation. 
• Librarians at the University of 
Auckland redesigned their info lit 
courses to include games with a 
student centered approach 
(Zdrakovic, 2010). For example, 
they gave students sticky notes at 
the beginning of class and had 
them write down questions about 
the topic. At the end of class, 
students were asked to answer the 
questions. 
TIP: Requiring students 
to physically move is a 
great way to address 
different learning styles 
and regain attention 
Time For Games?! 
Millennials are the “ultimate consumers” 
(Duck & Koeske, 2005, p. 113) 
Millennials are used to playing highly 
visual, technical games created by 
corporations (Battles, Glen & Shedd, 
2011). 
Many librarians do not have the time, 
skills or resources to create digital 
games that can compete with the games 
that Millennials play in their everyday 
lives. Non-digital games are more cost-effective, 
are easier to implement and 
still address most of the learning 
preferences of Millennials. 
“Games hold much promise for teaching students how 
to conduct library research and develop info lit skills” 
(Markey, et al., 2009, p. 304).

More Related Content

PPT
Importance of play
PPTX
Learning through play
PPTX
Importance of play (psed5)
PPTX
Dr. BMN Importance of play: Play presentation kindergarten march 2012
PPTX
Play based learning research power poing
PDF
Importance of play among children
PPTX
Children at play slideshow
Importance of play
Learning through play
Importance of play (psed5)
Dr. BMN Importance of play: Play presentation kindergarten march 2012
Play based learning research power poing
Importance of play among children
Children at play slideshow

What's hot (20)

PPTX
The Importance of Play
PDF
Play-Based Learning: Benefits and How It Works
PDF
Different types-play
PPT
The Roles Of The Adult
PDF
Design for the real kids: let them play!
PPTX
Developmental Psychology Presentation (socioemotional development)
PPTX
Importance of play
PPTX
Unit 7 pp supporting childrens play in early years
PPTX
Play and Learning (Developmental Psychology
PPTX
Toys Selection - from ITFDC
PPT
Child care from a global perspective uk
PPT
Importance of play
PPT
Parten’s stages of play revised
PPT
importance of-play
PPT
Parten’s stages of play
PPTX
Play based learning
PDF
Children and Play: Role of Play in Early Childhood
PPT
PPTX
Developmental Psychology-Early childhood-Play
PPTX
The Importance of Play
Play-Based Learning: Benefits and How It Works
Different types-play
The Roles Of The Adult
Design for the real kids: let them play!
Developmental Psychology Presentation (socioemotional development)
Importance of play
Unit 7 pp supporting childrens play in early years
Play and Learning (Developmental Psychology
Toys Selection - from ITFDC
Child care from a global perspective uk
Importance of play
Parten’s stages of play revised
importance of-play
Parten’s stages of play
Play based learning
Children and Play: Role of Play in Early Childhood
Developmental Psychology-Early childhood-Play
Ad

Similar to Learning Through Play, The Old School Way (20)

PPTX
Playing for keeps: Game design and implementation for long-term learning - Ca...
PPTX
Quality Counts: Developing a Game for Information Literacy Instruction
PPTX
Integrating Virtual & Physical Games
PPTX
PG Cert HE June 2018
PPT
Using Gaming for Instructional Purposes
PDF
Percolating the Power Of Play
PPTX
PG Cert HE Nov 2018
PDF
2013 learningwith games_final
PPTX
CILIP 2015
PPTX
CILIP Conference July 2015
PPT
Are You in the Game? Harnessing Millennial Learning Strategies to Market You...
PPTX
Workshop for visiting Albanian Librarians June 2013
PPTX
Edwards, Hill & Walsh - Games and gamification for information literacy
PPTX
ARLIS workshop June 2013
PPT
Microsoft Innovative Teacher Conference--Keynote
PDF
Playing games in HE: presented at the MEL SIG event, University of Salford, 3...
PPTX
Lilac 2013 Games and gamification for information literacy
PPTX
Let's play, game-based learning in Academic Development, SEDA Conference work...
PPTX
Lets play, game-based learning in Academic Development, 17 SEDA Conference wo...
PPTX
Internet Librarian International
Playing for keeps: Game design and implementation for long-term learning - Ca...
Quality Counts: Developing a Game for Information Literacy Instruction
Integrating Virtual & Physical Games
PG Cert HE June 2018
Using Gaming for Instructional Purposes
Percolating the Power Of Play
PG Cert HE Nov 2018
2013 learningwith games_final
CILIP 2015
CILIP Conference July 2015
Are You in the Game? Harnessing Millennial Learning Strategies to Market You...
Workshop for visiting Albanian Librarians June 2013
Edwards, Hill & Walsh - Games and gamification for information literacy
ARLIS workshop June 2013
Microsoft Innovative Teacher Conference--Keynote
Playing games in HE: presented at the MEL SIG event, University of Salford, 3...
Lilac 2013 Games and gamification for information literacy
Let's play, game-based learning in Academic Development, SEDA Conference work...
Lets play, game-based learning in Academic Development, 17 SEDA Conference wo...
Internet Librarian International
Ad

More from Lucinda Wittkower (13)

PDF
Centering Student Voices: Experiences of Undergraduate Students Participating...
PDF
Approaches to Demystifying Librarianship to BIPOC Undergraduates Through Ment...
PDF
Strengthening Connections Between Library Instruction and Student Success
PDF
Student Perceptions of Learning and Long-Term Application of Knowledge After ...
PDF
Developing an Academic Library Internship Program_ Student Perspectives and R...
PDF
Analytics Revolution! Using a Predictive Model to Measure the Libraries' Impa...
PDF
From K12 to College: Mappying the National School Library Standards to the AC...
PDF
Don't Forget the Middle Child: What Graduate Students Need From the Universit...
PPTX
Playing an Active Role in Affordable Course Content: A Step by Step Guide
PDF
Finding the Time to be Active in the Library Classroom
PDF
The Biggest Lies on the Internet. Using Real Life Examples to Help Students M...
PPTX
One Minute Tips, Take Two! Student Perceptions of Videos Used for Teaching In...
PPTX
Using What They Know to Teach Them What They Need to Know
Centering Student Voices: Experiences of Undergraduate Students Participating...
Approaches to Demystifying Librarianship to BIPOC Undergraduates Through Ment...
Strengthening Connections Between Library Instruction and Student Success
Student Perceptions of Learning and Long-Term Application of Knowledge After ...
Developing an Academic Library Internship Program_ Student Perspectives and R...
Analytics Revolution! Using a Predictive Model to Measure the Libraries' Impa...
From K12 to College: Mappying the National School Library Standards to the AC...
Don't Forget the Middle Child: What Graduate Students Need From the Universit...
Playing an Active Role in Affordable Course Content: A Step by Step Guide
Finding the Time to be Active in the Library Classroom
The Biggest Lies on the Internet. Using Real Life Examples to Help Students M...
One Minute Tips, Take Two! Student Perceptions of Videos Used for Teaching In...
Using What They Know to Teach Them What They Need to Know

Recently uploaded (20)

PPTX
school management -TNTEU- B.Ed., Semester II Unit 1.pptx
PDF
RMMM.pdf make it easy to upload and study
PDF
Insiders guide to clinical Medicine.pdf
PDF
Business Ethics Teaching Materials for college
PPTX
Introduction_to_Human_Anatomy_and_Physiology_for_B.Pharm.pptx
PDF
BÀI TẬP BỔ TRỢ 4 KỸ NĂNG TIẾNG ANH 9 GLOBAL SUCCESS - CẢ NĂM - BÁM SÁT FORM Đ...
PPTX
PPT- ENG7_QUARTER1_LESSON1_WEEK1. IMAGERY -DESCRIPTIONS pptx.pptx
PDF
Module 4: Burden of Disease Tutorial Slides S2 2025
PDF
2.FourierTransform-ShortQuestionswithAnswers.pdf
PPTX
Cell Structure & Organelles in detailed.
PDF
STATICS OF THE RIGID BODIES Hibbelers.pdf
PPTX
Cell Types and Its function , kingdom of life
PDF
Origin of periodic table-Mendeleev’s Periodic-Modern Periodic table
PDF
01-Introduction-to-Information-Management.pdf
PDF
Saundersa Comprehensive Review for the NCLEX-RN Examination.pdf
PPTX
Introduction to Child Health Nursing – Unit I | Child Health Nursing I | B.Sc...
PPTX
IMMUNITY IMMUNITY refers to protection against infection, and the immune syst...
PPTX
Pharma ospi slides which help in ospi learning
PPTX
Microbial diseases, their pathogenesis and prophylaxis
PDF
Microbial disease of the cardiovascular and lymphatic systems
school management -TNTEU- B.Ed., Semester II Unit 1.pptx
RMMM.pdf make it easy to upload and study
Insiders guide to clinical Medicine.pdf
Business Ethics Teaching Materials for college
Introduction_to_Human_Anatomy_and_Physiology_for_B.Pharm.pptx
BÀI TẬP BỔ TRỢ 4 KỸ NĂNG TIẾNG ANH 9 GLOBAL SUCCESS - CẢ NĂM - BÁM SÁT FORM Đ...
PPT- ENG7_QUARTER1_LESSON1_WEEK1. IMAGERY -DESCRIPTIONS pptx.pptx
Module 4: Burden of Disease Tutorial Slides S2 2025
2.FourierTransform-ShortQuestionswithAnswers.pdf
Cell Structure & Organelles in detailed.
STATICS OF THE RIGID BODIES Hibbelers.pdf
Cell Types and Its function , kingdom of life
Origin of periodic table-Mendeleev’s Periodic-Modern Periodic table
01-Introduction-to-Information-Management.pdf
Saundersa Comprehensive Review for the NCLEX-RN Examination.pdf
Introduction to Child Health Nursing – Unit I | Child Health Nursing I | B.Sc...
IMMUNITY IMMUNITY refers to protection against infection, and the immune syst...
Pharma ospi slides which help in ospi learning
Microbial diseases, their pathogenesis and prophylaxis
Microbial disease of the cardiovascular and lymphatic systems

Learning Through Play, The Old School Way

  • 1. Learning Through Play, the Old School Way Lucinda Rush, MLIS, MME Education Reference Librarian Old Dominion University How Do We Compete? We Don’t! True or False: Restaurants can sing “Happy Birthday” to customers because the author is unknown. Scenario: You copy and paste a few sentences from a website to your paper. The website doesn’t list an author or date. What should you do? The Pilot The Second Episode Battles, J., Glenn, V. & Shedd, L. (2011). Rethinking the library game: Creating an alternate reality with social media. Journal of Web Libarianship, 5(2), 114-131. http://10.1080/19322909.2011.569922 Walsh, A. & Inala, P. (2010). Active learning techniques for librarians: Practical examples. Oxford: Chandos Publishing. Bonwell, C.C. & Eison, J.A. (1991). Active learning: Creating excitement in the classroom. ASHE-ERIC Higher Education Report No. 1. Washington, D.C.: The George Washington University School of Education and Human Development. Detlor, B., Booker, L., Serenko, A., Julien, H. (2012). Student perceptions of information literacy instruction: The importance of active learning. Education for Information, 29(2), p. 147-161. http://10.3233/EFI-2012-0924 Duck, P.M. & Koeske, R. (2005). Marketing the Millennials: What they expect from their library experience. ACRL Twelfth National Conference proceedings, April 7-10, 2005, 112-120. Kapp, K.M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer. Markey, K., Swanson, F., Jenkins, A., Jennings, B., Rosenberg, V., Yao, X., & Frost, R. (2009). Will undergraduate students play games to learn how to conduct library research? The Journal of Academic Librarianship, 35(3), 303-313. Oblinger, D. (2006). Games and learning. Educause Quarterly, 3, 5-7. Smith, F. (2007). Games for teaching information literacy skills. Library Philosophy and Practice. http://digitalcommons.unl.edu/libphilprac/117 Millennials & Active Learning Active Learning • Student-centered • Experiential, hands-on • Can include problem solving, role-playing, dicussion & debate • Teacher is a facilitator, student is responsible (Bonwell & Eison, 1991) Fast Facts • Millennials like to collaborate • Competition is motivating • Millennials want immediate feedback • Millennials like experiential learning (Prensky, 2010; Walsh & Inala, 2010; Sweeney, 2005) Active vs. Passive Detlor et. al, (2012) compared the effectiveness of active and passive teaching methods in information literacy instruction and determined that students who experienced an active learning environment retained more information and achieved learning outcomes at a higher level than those who experienced a passive environment. The amount of time spent on activity did not make a difference, as along as some active learning was present students retained more. Case Study: Background Old Dominion University (ODU) is a mid-size university, enrolling just under 25,000 students. As part of the general education requirements for undergraduates, ODU students are required to take an information literacy course. The information literacy courses are designed and offered by individual colleges. The department of STEM & Professional Studies within the College of Education offers multiple sections of STEM 251G (Computer Literacy: Communication & Information) to fulfill the requirement, and the Education Reference Librarian assists with the classes. The library component of the STEM 251G class includes two library instruction sessions for each section, one addressing information retrieval and resource evaluation and the other addressing information ethics. During the Fall of 2013 students were given extra credit for attendance at the information ethics workshop for the 9 sections of STEM251G classes. The workshop was offered twice, on two different times and days. Thirty-one students attended the two sessions. Students played in groups of four or five. The author observed that students were very willing to discuss the scenarios with their group members and were passionate about sharing their thoughts. Students were engaged in the content, asking questions about specific scenarios and expressing surprise at some of the answers. During the Spring of 2014, instructors required students in the five sections of the course to come to the information ethics workshop. A total of 101 students attended. The format of the game remained the same with some slight tweaking to specific questions and scenarios. Assessment was done by informal observation and by asking students to write down one thing that they learned about information ethics to be turned in at the end of class. The author observed that students were willing to talk openly to their peers. The immediate feedback provided throughout the game encouraged the students to engage in conversations with the librarian as well as each other. In Fall 2013 the author created a game to help students learn about information ethics based on the board game Candy Land. The logistics of the game were simple. It provided immediate feedback, was fast-paced, competitive and encouraged discussion. Elements of humor and sarcasm were included in scenarios and answers to keep students engaged and amused. Perry Library Land used the Candy Land board game and pieces. Questions or scenarios covered the topics of copyright, academic honesty, citation and social media. The rules were similar to Candy Land, but each time a student drew a card he had to read and discuss a scenario on a corresponding color card with his team, then give an answer. If the answer was correct, the player could move forward. Cards with two blocks of color were considered “bonus cards.” These questions were more in-depth and when answered correctly, the player could move forward twice. What Did Students Think? • I liked the game format, it made it more interactive and encouraged social interaction. I like my group mates. • It is more fun to learn while playing. I liked it, even though some might think it’s childish. • The game was a creative way to get the information presented effectively, while keeping everyone’s attention. • I thought the game format was very effective. • Game worked better in regards to interaction but made me feel like a preschool kid. • More interesting than sitting through a lecture or slide show. • I thought it made it more fun and made everyone be involved and interact. I liked it. • I definitely thought this was a good way to do this. It was a good reminder of what is right and wrong. • I really liked the game. • It was a fun way to learn and interact with our classmates. • I liked the game. It made learning fun and you can also collaborate with other people in your group. What Did Students Learn? • How to cite class notes • Reuse of papers • Necessity of citation • Copyright • A lot on ethics and information • Many people don’t know copyright • Copyright legalities • About intellectual property • You should bring a rough draft of your paper to the Writing Center • Can’t put copyrighted music to YouTube videos • Barack Obama’s birthday is common knowledge • Drawings are intellectual property • I found out I’m not very ethical • Perry Library has four floors • I cannot freely use all of the images found in Google Images • It is possible to cite a tattoo • Happy Birthday is copyrighted • It is hard to be ethical when friends are involved • It’s illegal to use videos or images without the permission of the original author It’s Really Nothing New • Educators have been using games in the classroom for years, as many elements of gamification are based on well-established research in educational psychology (Kapp, 2012). • In early grades, teachers use games to teach numbers, multiplication, colors, patterns and more (Oblinger, 2006). • Militaries have been using elements of gamification in training for centuries (Kapp, 2012). Games don’t have to take up a lot of time. Incorporating a short activity into a traditional lecture can help to keep students engaged. • Smith (2007) created a two-minute crossword puzzle about Boolean. • Smith (2007) created a Tic Tac Toe game about citation. • Librarians at the University of Auckland redesigned their info lit courses to include games with a student centered approach (Zdrakovic, 2010). For example, they gave students sticky notes at the beginning of class and had them write down questions about the topic. At the end of class, students were asked to answer the questions. TIP: Requiring students to physically move is a great way to address different learning styles and regain attention Time For Games?! Millennials are the “ultimate consumers” (Duck & Koeske, 2005, p. 113) Millennials are used to playing highly visual, technical games created by corporations (Battles, Glen & Shedd, 2011). Many librarians do not have the time, skills or resources to create digital games that can compete with the games that Millennials play in their everyday lives. Non-digital games are more cost-effective, are easier to implement and still address most of the learning preferences of Millennials. “Games hold much promise for teaching students how to conduct library research and develop info lit skills” (Markey, et al., 2009, p. 304).